- Edited
Spine animation displayed WRONG in Unity Spine 4.0
The attachment Spine4.0_bug.rar is the example for this error.
The image is displayed incorrectly when the animation is played (via loop) - the image displayed in wrong position or wrong scale. - BUT it works correctly in SPINE 3.8 Unity.
We FOUND that the was due to the use of a TRANSFORMER 'tietu/glow' (wrong_reason.png) ,if any bone (in 4.0) has it will occurred same problem.Spine4.0_bug.rar
And I have recorded a demo video to show it in the attachment 'Spine4.0_bug.rar'.
Please help to fix it. Thanks.
We are sorry for the troubles, and thanks for reporting! We will have a look at it and get back to you as soon as we've figured out what's going wrong.
We found the reason to be this timeline: Image removed due to the lack of support for HTTPS. | Show Anyway
When the first track entry is mixing out, it is applied first. It's animation cannot set a deform for the tietu/glow
mesh because the key on frame 18 hides that mesh. Next, the new animation is applied. It sets the mesh to be visible. Since the mesh was not visible or deformed before the animation mixes in from the setup pose.
To fix the problem, don't hide the attachment on the last frame.
Thanks,we will try to fix it by your advice and back.
However, this phenomenon does not exist in the Spine tool.
Can the operation of the Spine library be consistent.
The editor does not play animations like you do at runtime. The editor just needs to clear any state and apply one animation. At runtime you have tracks, multiple animations are mixed together, etc. It's inherently more complex, not much we can do about that.
You can actually see your problem in the editor. Drag the timeline to a position past the end of your animation and you'll see your mesh disappears. That matters because of the way you queue your animations: 1) the first animation is non-looping and 2) the second animation is not done mixing in by the time the first animation reaches its last key. When your mesh gets hidden during the mix, the second animation can no longer mix from the first animation, so it mixes from the setup pose.
Yes ,It works in Unity Spine 4.0 in this way.
To fix the problem, don't hide the attachment on the last frame.
BUT,This spine file made by Spine 3.8 editor ,and it works CORRECTLY in Unity Spine 3.8.
We just open and export it by Spine 4.0 editor - it doesn't make sense.
And in this way,we have do ton of hours to modify animations - more than 5000 attachments